Apple contribution for OSX SSE and iOS NEON optimizations unit tests, thanks to Jordan Hubbard, Ian Ollmann and Hristo Hristov.
For OSX: cd build ./premake_osx xcode4 for iOS: cd build ./ios_build.sh ./ios_run.sh Also integrated the branches/StackAllocation to make it easier to multi-thread collision detection in the near future. It avoids changing the btCollisionObject while performing collision detection. As this is a large patch, some stuff might be temporarily broken, I'll keep an eye out on issues.
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@@ -881,8 +881,8 @@ bool btBulletWorldImporter::convertAllObjects( bParse::btBulletFile* bulletFile
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startTransform.deSerializeDouble(colObjData->m_worldTransform);
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btCollisionShape* shape = (btCollisionShape*)*shapePtr;
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btCollisionObject* body = createCollisionObject(startTransform,shape,colObjData->m_name);
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body->setFriction(colObjData->m_friction);
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body->setRestitution(colObjData->m_restitution);
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body->setFriction(btScalar(colObjData->m_friction));
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body->setRestitution(btScalar(colObjData->m_restitution));
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#ifdef USE_INTERNAL_EDGE_UTILITY
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if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
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